I have created a circle and make it move on X axis in canvas. And I manage to stop for a few second at specific point and turn it's path on Y axis.
Now I want to make it stop for a few seconds at some point in Y axis, and return to the point where it started on Y axis journey.
I've tried multiple ways and it want work for me. I would really thankful if someone can help on this.
Java Script(Demo2.js)
window.onload = init();
function init() {
c = document.getElementById("canvas1");
ctx = c.getContext('2d');
ctx.fillStyle = "white";
ctx.rect(0, 0, 800, 500);
ctx.fill();
var x1 = 50;
var y1 = 150;
var SPEED = 2;
var goRight = true;
var count = 0;
var stop = false;
function updateStuff() {
if (goRight == true && stop == false)
x1 = x1 + SPEED;
//if(x1 > 1000)
//SPEED = SPEED * -1;
//if(x1 < 1)
//SPEED = SPEED * -1;
if (count > 200)
stop = true;
if (count > 300) {
stop = false;
goRight = false;
}
if (goRight == false && stop == false) {
y1 = y1 + 1;
}
function clear() {
ctx.fillStyle = "white";
ctx.rect(0, 0, 800, 500);
ctx.fill();
}
function drawStuff() {
ctx.beginPath();
ctx.arc(x1, y1, 50, 0, 2 * Math.PI, false);
ctx.fillStyle = "RED";
ctx.fill();
}
function gameLoop() {
count = count + 1;
clear();
updateStuff();
drawStuff();
setTimeout(gameLoop, 20)
}
gameLoop();
}
}
<canvas id="canvas1" width="800" height="500"></canvas>
Related
Please check out this code :
(function() {
var cnv = document.getElementById('canvas');
if (cnv.getContext) {
var ctx = cnv.getContext('2d');
} else {
alert('God Damn it ...');
}
function initialize() {
window.addEventListener('resize', resizeCanvas, false);
resizeCanvas();
}
function draw() {
for (var i = 0; i < 25; i++) {
width = Math.random() * cnv.width;
height = Math.random() * cnv.height;
ctx.beginPath();
ctx.arc(width, height, 15, 0, Math.PI * 2);
ctx.strokeStyle = '#E1E1E1';
ctx.lineWidth = 1;
ctx.stroke();
}
}
function resizeCanvas() {
cnv.width = window.innerWidth;
cnv.height = window.innerHeight;
draw();
}
initialize();
})();
I have created 25 Circle shape with random position and I want to create an animation that scales up or down in a interval time. I know about setInterval but how should I call my shape to do something on it?
The first thing you will want to do is to have a place to store the position of your circles, since they are all going to be the same radius we can just store the x and y position. For that we can create a Circle function ("class") and have an array of circles:
var circles = []; // Array to store our circles
var minRadius = 1; // The smallest radius we can hit
var maxRadius = 100; // The largest radius we can hit
var currentRadius = 15;// The current radius of all our circles
var scaleBy = 1; // How the radius changes
var cnv = document.getElementById('canvas');
// ...
function initialize() {
window.addEventListener('resize', resizeCanvas, false);
resizeCanvas();
// Populating the array of circles to use when drawing
for (var i = 0; i < 25; i++) { // Make sure to do this after re-sizing the canvas
width = Math.random() * cnv.width;
height = Math.random() * cnv.height;
circles.push(new Circle(width, height));
}
}
// ...
function Circle(x, y){
this.x = x;
this.y = y;
}
Circle.prototype.draw = function(){
ctx.beginPath();
ctx.arc(this.x, this.y, currentRadius, 0, Math.PI * 2);
ctx.strokeStyle = '#E1E1E1';
ctx.lineWidth = 5;
ctx.stroke();
}
Now that you have some circles when you call draw you can iterate through the array and call circle.draw() for each circle element in your array:
function draw() {
// Clear the screen and draw the circles in our array
ctx.clearRect(0,0, cnv.width, cnv.height);
for (var i = 0; i < circles.length; i++) {
circles[i].draw();
}
}
One note is you will want to use ctx.clearRect(0,0, cnv.width, cnv.height) to clear the screen before drawing.
Finally you can now use setInterval to change the currentRadius (*While there is nothing wrong with setInterval I'd recommend using window.requestAnimationFrame for animation as it's a bit more smooth and efficient method). Then when you call draw it will draw the circles with the new value of currentRadius. In this example I'm going to have it start at 15. Then increase by 1 until it hits maxRadius, then we can flip the sign of scaleBy to start decreasing the radius to make them smaller. Finally when it his our minRadius you can flip the sign of scaleBy again to make it start scaling up again:
var timer = setInterval( function(){
// If we hit our min or max start scaling in the other direction
if(currentRadius > maxRadius || currentRadius < minRadius){
scaleBy *= -1;
}
currentRadius += scaleBy;
draw();
}, 50);
Below is a code snippet of the complete program:
(function() {
var circles = [];
var minRadius = 1;
var maxRadius = 100;
var currentRadius = 15;
var scaleBy = 1;
var cnv = document.getElementById('canvas');
if (cnv.getContext) {
var ctx = cnv.getContext('2d');
} else {
alert('God Damn it ...');
}
function initialize() {
window.addEventListener('resize', resizeCanvas, false);
resizeCanvas();
for (var i = 0; i < 25; i++) {
width = Math.random() * cnv.width;
height = Math.random() * cnv.height;
circles.push(new Circle(width, height));
}
}
function draw() {
ctx.clearRect(0,0, cnv.width, cnv.height);
for (var i = 0; i < circles.length; i++) {
circles[i].draw();
}
}
function resizeCanvas() {
cnv.width = window.innerWidth;
cnv.height = window.innerHeight;
}
function Circle(x, y){
this.x = x;
this.y = y;
}
Circle.prototype.draw = function(){
ctx.beginPath();
ctx.arc(this.x, this.y, currentRadius, 0, Math.PI * 2);
ctx.strokeStyle = '#E1E1E1';
ctx.lineWidth = 5;
ctx.stroke();
}
initialize();
var timer = setInterval( function(){
if(currentRadius > maxRadius || currentRadius < minRadius){
scaleBy *= -1;
}
currentRadius += scaleBy;
draw();
}, 50);
})();
<canvas id="canvas"></canvas>
I'm trying to make a simple canvas program where the user clicks to create bouncing moving circles. It keeps freezing but still creates the circles without updating. I'm not sure whats going on, please help!
I'm adding each circle to an array of circles with the constructor
The setInterval loop seems to be freezing but the circles are still created even when this is happening
I'm having a hard time debugging this, any advice is greatly appreciated
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Background Test</title>
<style>
* { margin: 0; padding: 0; overflow: hidden; }
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
// Request animation frame -> Optimizes animation speed
const requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
const c = document.getElementById('canvas');
const ctx = c.getContext('2d');
// Fullscreen
c.width = window.innerWidth;
c.height = window.innerHeight;
ctx.fillStyle = 'red';
let fps = 60;
// FOR MOBILE DEVICES
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent))
fps = 29;
// Options
const background = '#333';
const circleMinSpeed = 3;
const circleMaxSpeed = 6;
const circleMinSize = 3;
const circleMaxSize = 10;
const circles = [];
let circlesCounter = 0;
const circlesTimeAlive = 20 * fps; // seconds
let i = 0;
const interval = 1000 / fps;
let now, delta;
let then = Date.now();
// Coordinate variables
let mouseX, mouseY, clickX, clickY;
// Tracks mouse movement
c.onmousemove = function(event)
{
mouseX = event.clientX;
mouseY = event.clientY;
};
// Tracks mouse click
c.onmousedown = function(event)
{
clickX = event.clientX;
clickY = event.clientY;
circle(clickX, clickY);
};
function draw()
{
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
// Clear canvas then draw
ctx.clearRect(0, 0, c.width, c.height);
drawBackground();
drawCos();
drawCircles();
drawTest();
}
}
// Circle constructor
function circle(x, y)
{
// Pick random color
let r = Math.floor(Math.random() * 255);
let g = Math.floor(Math.random() * 255);
let b = Math.floor(Math.random() * 255);
self.color = 'rgb(' + r + ', ' + g + ', ' + b + ')';
self.xCo = x;
self.yCo = y;
// Pick random size within ranges
self.size = circleMinSize + Math.floor(Math.random() *
(circleMaxSize - circleMinSize));
// Pick random direction & speed (spdX spdY)
self.speed = circleMinSpeed + Math.floor(Math.random() *
(circleMaxSpeed - circleMinSpeed));
self.spdX = self.speed * (Math.random() * 2) - 1; // picks -1 to 1
self.spdY = self.speed * (Math.random() * 2) - 1;
self.draw = function()
{
ctx.beginPath();
ctx.arc(self.xCo, self.yCo, self.size, 0, 2*Math.PI);
ctx.fillStyle = self.color;
ctx.fill();
};
circles[circlesCounter++] = self;
}
// Draw the background
function drawBackground()
{
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
function drawCircles()
{
for (let i = 0; i < circles.length; i++)
circles[i].draw();
}
function drawTest()
{
ctx.fillStyle = 'red';
ctx.fillRect(i++, i, 5, 5);
}
function drawCos()
{
ctx.fillStyle = 'white';
ctx.fillText("X: " + mouseX + " Y:" + mouseY, 10, 10, 200);
}
// Main loop
setInterval(function()
{
// Loop through circles and move them
for (let i = 0; i < circles.length; i++)
{
if (circle[i])
{
// Check left and right bounce
if (circle[i].xCo <= 0 || circle[i].xCo >= c.width)
circle[i].spdX = -circle[i].spdX;
circle[i].xCo += circle[i].spdX;
// Check left and right bounce
if (circle[i].yCo <= 0 || circle[i].yCo >= c.height)
circle[i].spdY = -circle[i].spdY;
circle[i].yCo += circle[i].spdY;
}
}
// Draw Everything
draw();
}, interval);
</script>
</body>
</html>
This code:
self.draw = function()
{
ctx.beginPath();
ctx.arc(self.xCo, self.yCo, self.size, 0, 2*Math.PI);
ctx.fillStyle = self.color;
ctx.fill();
};
Is overriding this function:
function draw()
{
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
// Clear canvas then draw
ctx.clearRect(0, 0, c.width, c.height);
drawBackground();
drawCos();
drawCircles();
drawTest();
}
}
You need to rethink how you want to draw your circles because you're re-drawing the black canvas every time a click event is triggered. I mean, when a click is triggered, you're applying new coordinates, color, Etc, and probably that's not what you want to do.
My suggestion is create canvas per circle and append them into a DIV.
Hope it helps!
I am trying to get my balls, in the array, to move directly down the canvas after a short period of time, one after the other to equal exactly 100 balls dropped. I included all of my code to try and show more of what i want the program to do.
Really the balls spawn and a user controls the paddle scoring points for each ball hit. Their are radio buttons that can be checked to make the balls fall faster or slower.
Im just stuck on getting the balls to move down the canvas one at a time.
var posY = 0;
var spawnRateOfDescent = 2;
var spawnRate = 500;
var lastSpawn = -1;
var balls = [100];
var startTime = Date.now();
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
function checkRadio() {
if (document.getElementById("moderate").checked == true) {
spawnRate = 250;
} else if (document.getElementById("hard").checked == true) {
spawnRate = 100;
} else if (document.getElementById("easy").checked == true) {
spawnRate = 500;
}
}
function startGame() {
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
baton = new batonPiece(50, 10, "28E060", 210, 250)
}
function ball() {
this.x = Math.random() * (canvas.width - 30) + 15;
this.y = 0;
this.radius = 10;
this.color = randomColor();
this.draw = function () {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI, false);
ctx.fillStyle = randomColor();
ctx.fill();
ctx.closePath();
}
}
var balls = [];
for (var i = 0; i < 100; i++) {
balls[i] = new ball();
balls[i].draw();
}
function batonPiece(width, height, color, x, y) {
this.width = width;
this.height = height;
this.x = x;
this.y = y;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
function randomColor() {
var letter = "0123456789ABCDEF".split("");
var color = "#";
for (var i = 0; i < 6; i = i + 1) {
color += letter[Math.round(Math.random() * 15)];
}
return color;
}
function moveLeft() {
batonPiece.x -= 1;
}
function moveRight() {
baton.x += 1;
}
function stopMove() {
baton.x = 0;
}
I'm trying to set up a background in canvas and have some small circles just flow throughout the background, eventually I'll change the shapes and add more details in, but I'm just having trouble with the set up.
I know my code is janky, but are there any suggestions to the structure of the code?
var dx = 1;
var dy = 2;
var circle=new Circle(400,30,10);
var timer;
function Circle(x,y,r){
this.x=x;
this.y=y;
this.r=r;
}
function init() {
// Get the canvas element.
canvas = document.getElementById("canvas");
if (canvas.getContext) {
ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
}
timer=setInterval(draw, 10);
return timer;
}
function gradient (){
var my_gradient=ctx.createLinearGradient(0,0,1000,0);
my_gradient.addColorStop(0,"black");
my_gradient.addColorStop(1,"white");
ctx.fillStyle=my_gradient;
ctx.fillRect(0,0,1000,1000);
ctx.rect(0, 0, 1000, 1000);
stars();
}
function stars(){
for (i = 0; i <= 50; i++) {
// Get random positions for stars
var x = Math.floor(Math.random() * 1000)
var y = Math.floor(Math.random() * 1000)
ctx.fillStyle = "yellow";
//if (x < 30 || y < 30) ctx.fillStyle = "black";
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fill();
}
}
function move(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = gradient.my_gradient;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#003300";
drawBall(circle);
if (circle.x +dx > canvas.width || circle.x +dx < 0)
dx=-dx;
if(circle.y+dy>bar.y && circle.x>bar.x && circle.x<bar.x+barImg.width)
dy=-dy;
if (circle.y +dy > canvas.height || circle.y +dy < 0)
dy=-dy;
circle.x += dx;
circle.y += dy;
}
I tried to code a working exemple. Here stars are popping up continuously.
HTML
<!DOCTYPE html>
<html>
<head>
<title>Exemple</title>
</head>
<body>
<canvas id="viewport"></canvas>
<script src='test.js'></script>
</body>
</html>
JS
var doc = document;
var canvas = doc.getElementById('viewport');
var ctx = canvas.getContext('2d');
var settings = {
area : {
height : 100,
width : 100
}
};
canvas.width = settings.area.width;
canvas.height = settings.area.height;
function draw() {
for (var i = 10; i--;) {
var x = Math.floor(Math.random() * 1000)
var y = Math.floor(Math.random() * 1000)
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2, true);
ctx.fillStyle = "yellow";
ctx.closePath();
ctx.fill();
}
}
function gameLoop (render, element) {
var running, lastFrame = +new Date;
function loop( now ) {
// stop the loop if render returned false
if ( running !== false ) {
requestAnimationFrame( loop, element );
running = render( now - lastFrame );
lastFrame = now;
}
}
loop( lastFrame );
}
gameLoop (function (deltaT) {
draw();
}, canvas );
Here is the fiddle : https://jsfiddle.net/q4q0uLht/
----- EDIT -----
/*
Basic config
*/
var doc = document,
canvas = doc.getElementById('viewport'),
ctx = canvas.getContext('2d');
var settings = {
canvas: {
height: 200,
width: 300
}
}
canvas.height = settings.canvas.height;
canvas.width = settings.canvas.width;
canvas.style.border = '1px #000 solid';
/*
easy gets a random number, inside a range of [0, x);
*/
function getRandomNumber(x) {
return parseInt(Math.random() * x, 10);
}
/*
Checks if the obj passed in argument is still in the canvas limits
*/
function incorrectPosition(obj) {
return obj.x < 0 || obj.y < 0 || obj.x > settings.canvas.width || obj.y > settings.canvas.height;
}
/*
stars array and Star object.
*/
var stars = [];
function Star(r) {
this.x = getRandomNumber(canvas.width);
this.y = getRandomNumber(canvas.height);
this.r = r || 10;
this.move = function(dx, dy) {
this.x += dx;
this.y += dy;
};
}
/*
This function adds new stars,
calculates new coordinates of each star,
and removes them from the stars array
when they are out of the canvas limits.
*/
function update() {
var len = stars.length;
if (len < 10) {
stars.push(new Star());
}
for (var i = len; i--;) {
var star = stars[i];
star.move(1, 2);
if (incorrectPosition(star)) {
stars.splice(i, 1);
}
}
}
/*
This function clears the canvas each turn and
draws each star which is stored inside the stores array.
*/
function draw() {
ctx.clearRect(0, 0, settings.canvas.width, settings.canvas.height);
var len = stars.length;
for (var i = len; i--;) {
var star = stars[i];
ctx.beginPath();
ctx.arc(star.x, star.y, 3, 0, Math.PI * 2, true);
ctx.fillStyle = "yellow";
ctx.closePath();
ctx.fill();
}
}
// Here is the loop inside which are called functions
setInterval(loop, 33);
function loop() {
update(); // update first
draw(); // then draw
}
<!DOCTYPE html>
<html>
<head>
<title>Exemple</title>
</head>
<body>
<canvas id="viewport"></canvas>
<script src='test.js'></script>
</body>
</html>
I'm trying to make 6 guitars strings move when they are clicked on. I tried doing a simple animation by moving the string 2.5 px up and 2.5 px down for 3 seconds. but I don't really know how to do that.
This is what I've tried:
function onLoad(){
snaren();
snaarAanraken();
}
function snaren(){
var c = document.getElementById("strings");
var ctx = c.getContext("2d");
for (var i=1;i<7;i++){ //drawing the 6 strings
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(0,42.5*i);
ctx.lineTo(700,42.5*i);
ctx.stroke();
}
}
function snaarAanraken(){
var canvas = document.getElementById("strings");
var ctx = canvas.getContext("2d");
var canvasLeft = canvas.offsetLeft;
var canvasTop = canvas.offsetTop;
canvas.addEventListener('click', function(event) {
var x = event.pageX - canvasLeft;
var y = event.pageY - canvasTop;
console.log(x, y);
if (x >= 0 && x<= 700) {
if (y >= 35 && y<= 50) {//check if clicked on first string
var e = new Audio("e2.mp3");
e.play();
var canvas_y = 42.5;
var bewegen = setInterval(function () {
if (canvas_y > 44) {
canvas_y = 40
}
if (canvas_y < 41) {
canvas_y = 45;
}
ctx.clearRect(0, 0, 700, 60);
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(0,canvas_y);
ctx.lineTo(700,canvas_y);
ctx.stroke();
console.log(canvas_y);
}, 100);
clearInterval(bewegen, 3000);
}
}
For a guitar string you could use quadratic curve coupled with a sine function. The radius for the sine function could be controlled with time.
Also use requestAnimationFrame for good fluid animation. You're not using setTimeout correctly (rAF also provide a high-resolution time as argument which you can use instead of Date.now or performance.now() - not shown).
Example
var ctx = document.querySelector("canvas").getContext("2d");
(function play() {
renderString(75, 20, 5000, function() {
setTimeout(play, 250);
});
})();
// provide y position, max radius, time in ms and a callback function for done
function renderString(y, max, ms, callback) {
var w = ctx.canvas.width,
h = ctx.canvas.height,
f = 0, // fake frequency (demo)
startTime = Date.now();
(function loop() {
var t = 1 - ((Date.now() - startTime) / ms); // normalized time progress
ctx.clearRect(0, 0, w, h); // clear frame
ctx.beginPath(); // new path
ctx.moveTo(0, y); // start of curve
ctx.quadraticCurveTo(w * 0.5, y + getSine() * t, w, y); // quad. curve
ctx.stroke(); // stroke it
if (t > 0) requestAnimationFrame(loop);
else callback();
})();
function getSine() {
return Math.sin((f=f+2)) * max; // todo: use real frequency
}
}
<canvas></canvas>
Here, I made a small example of a vibrating guitar string. It waits 2 seconds then strums the string, which vibrates for half a second.
The problem you have in your code is that you're adding a time-variable to your clearInterval, which isn't possible. If you want a delay on clearing an interval, you need to couple it with setTimeout, kind of like:
setTimeout(function() {
clearInterval(bewegen);
},3000);
var c = document.getElementById("canvas");
var ctx = c.getContext("2d");
c.width = 300;
c.height = 400;
var tremble = 2;
var myInterval;
function strum() {
ctx.clearRect(0,0,c.width,c.height);
drawString();
ctx.beginPath();
ctx.moveTo(0,50+tremble);
ctx.lineTo(c.width,50+tremble);
ctx.stroke();
tremble*=-1;
}
function drawString() {
ctx.beginPath();
ctx.moveTo(0,50);
ctx.lineTo(c.width,50);
ctx.stroke();
}
drawString();
setTimeout(function() {
myInterval = setInterval(strum,16);
setTimeout(function() {
clearInterval(myInterval);
ctx.clearRect(0,0,c.width,c.height);
drawString();
},500);
},2000);
<canvas id="canvas"></canvas>